gzdoom/src/events.h

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#pragma once
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#include "dobject.h"
#include "serializer.h"
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#include "d_event.h"
#include "sbar.h"
#include "info.h"
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class DStaticEventHandler;
struct EventManager;
struct line_t;
struct sector_t;
struct FLevelLocals;
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enum class EventHandlerType
{
Global,
PerMap
};
// ==============================================
//
// EventHandler - base class
//
// ==============================================
class DStaticEventHandler : public DObject // make it a part of normal GC process
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{
DECLARE_CLASS(DStaticEventHandler, DObject);
HAS_OBJECT_POINTERS
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public:
DStaticEventHandler()
{
prev = 0;
next = 0;
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Order = 0;
IsUiProcessor = false;
}
EventManager *owner;
DStaticEventHandler* prev;
DStaticEventHandler* next;
virtual bool IsStatic() { return true; }
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//
int Order;
bool IsUiProcessor;
bool RequireMouse;
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// serialization handler. let's keep it here so that I don't get lost in serialized/not serialized fields
void Serialize(FSerializer& arc) override
{
Super::Serialize(arc);
/*
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if (arc.isReading())
{
Printf("DStaticEventHandler::Serialize: reading object %s\n", GetClass()->TypeName.GetChars());
}
else
{
Printf("DStaticEventHandler::Serialize: store object %s\n", GetClass()->TypeName.GetChars());
}
*/
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arc("next", next);
arc("prev", prev);
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arc("Order", Order);
arc("IsUiProcessor", IsUiProcessor);
arc("RequireMouse", RequireMouse);
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}
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// destroy handler. this unlinks EventHandler from the list automatically.
void OnDestroy() override;
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//
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void OnRegister(); // you can set order and IsUi here.
void OnUnregister();
//
void WorldLoaded();
void WorldUnloaded();
void WorldThingSpawned(AActor* actor);
void WorldThingDied(AActor* actor, AActor* inflictor);
void WorldThingGround(AActor* actor, FState* st);
void WorldThingRevived(AActor* actor);
void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
void WorldThingDestroyed(AActor* actor);
void WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
void WorldLineActivated(line_t* line, AActor* actor, int activationType);
int WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius);
int WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius);
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void WorldLightning();
void WorldTick();
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//
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void RenderFrame();
void RenderOverlay(EHudState state);
void RenderUnderlay(EHudState state);
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//
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void PlayerEntered(int num, bool fromhub);
void PlayerSpawned(int num);
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void PlayerRespawned(int num);
void PlayerDied(int num);
void PlayerDisconnected(int num);
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// return true if handled.
bool InputProcess(const event_t* ev);
bool UiProcess(const event_t* ev);
void UiTick();
void PostUiTick();
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//
void ConsoleProcess(int player, FString name, int arg1, int arg2, int arg3, bool manual);
//
void CheckReplacement(PClassActor* replacee, PClassActor** replacement, bool* final);
void CheckReplacee(PClassActor** replacee, PClassActor* replacement, bool* final);
//
void NewGame();
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};
class DEventHandler : public DStaticEventHandler
{
DECLARE_CLASS(DEventHandler, DStaticEventHandler) // TODO: make sure this does not horribly break anything
public:
bool IsStatic() override { return false; }
};
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struct FRenderEvent
{
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// these are for all render events
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DVector3 ViewPos;
DAngle ViewAngle;
DAngle ViewPitch;
DAngle ViewRoll;
double FracTic = 0; // 0..1 value that describes where we are inside the current gametic, render-wise.
AActor* Camera = nullptr;
int HudState;
};
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struct FWorldEvent
{
// for loaded/unloaded
bool IsSaveGame = false;
bool IsReopen = false;
// for thingspawned, thingdied, thingdestroyed
AActor* Thing = nullptr; // for thingdied
AActor* Inflictor = nullptr; // can be null - for damagemobj
AActor* DamageSource = nullptr; // can be null
int Damage = 0; // thingdamaged, sector/line damaged
FName DamageType = NAME_None; // thingdamaged, sector/line damaged
int DamageFlags = 0; // thingdamaged
DAngle DamageAngle; // thingdamaged
// for line(pre)activated
line_t* ActivatedLine = nullptr;
int ActivationType = 0;
bool ShouldActivate = true;
// for line/sector damaged
int DamageSectorPart = 0;
line_t* DamageLine = nullptr;
sector_t* DamageSector = nullptr;
int DamageLineSide = -1;
DVector3 DamagePosition;
bool DamageIsRadius; // radius damage yes/no
int NewDamage = 0; // sector/line damaged. allows modifying damage
FState* CrushedState = nullptr; // custom crush state set in thingground
};
struct FPlayerEvent
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{
// we currently have only one member: player index
// in ZScript, we have global players[] array from which we can
// get both the player itself and player's body,
// so no need to pass it here.
int PlayerNumber;
// we set this to true if level was reopened (RETURN scripts)
bool IsReturn;
};
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struct FConsoleEvent
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{
// player that activated this event. note that it's always -1 for non-playsim events (i.e. these not called with netevent)
int Player;
//
FString Name;
int Args[3];
//
bool IsManual;
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};
struct FReplaceEvent
{
PClassActor* Replacee;
PClassActor* Replacement;
bool IsFinal;
};
struct FReplacedEvent
{
PClassActor* Replacee;
PClassActor* Replacement;
bool IsFinal;
};
struct EventManager
{
FLevelLocals *Level = nullptr;
DStaticEventHandler* FirstEventHandler = nullptr;
DStaticEventHandler* LastEventHandler = nullptr;
EventManager() = default;
EventManager(FLevelLocals *l) { Level = l; }
~EventManager() { Shutdown(); }
bool ShouldCallStatic(bool forplay);
// for use after loading a savegame. The old handler explicitly reinstalled all handlers instead of doing a list deserialization which resulted in OnRegister being called even when a save was loaded.
void CallOnRegister();
// register
bool RegisterHandler(DStaticEventHandler* handler);
// unregister
bool UnregisterHandler(DStaticEventHandler* handler);
// find
bool CheckHandler(DStaticEventHandler* handler);
// check type
bool IsStaticType(PClass* type);
// init static handlers
void InitStaticHandlers(FLevelLocals *l, bool map);
// shutdown handlers
void Shutdown();
// called right after the map has loaded (approximately same time as OPEN ACS scripts)
void WorldLoaded();
// called when the map is about to unload (approximately same time as UNLOADING ACS scripts)
void WorldUnloaded();
// called around PostBeginPlay of each actor.
void WorldThingSpawned(AActor* actor);
// called after AActor::Die of each actor.
void WorldThingDied(AActor* actor, AActor* inflictor);
// called inside AActor::Grind just before the corpse is destroyed
void WorldThingGround(AActor* actor, FState* st);
// called after AActor::Revive.
void WorldThingRevived(AActor* actor);
// called before P_DamageMobj and before AActor::DamageMobj virtuals.
void WorldThingDamaged(AActor* actor, AActor* inflictor, AActor* source, int damage, FName mod, int flags, DAngle angle);
// called before AActor::Destroy of each actor.
void WorldThingDestroyed(AActor* actor);
// called in P_ActivateLine before executing special, set shouldactivate to false to prevent activation.
void WorldLinePreActivated(line_t* line, AActor* actor, int activationType, bool* shouldactivate);
// called in P_ActivateLine after successful special execution.
void WorldLineActivated(line_t* line, AActor* actor, int activationType);
// called in P_DamageSector and P_DamageLinedef before receiving damage to the sector. returns actual damage
int WorldSectorDamaged(sector_t* sector, AActor* source, int damage, FName damagetype, int part, DVector3 position, bool isradius);
// called in P_DamageLinedef before receiving damage to the linedef. returns actual damage
int WorldLineDamaged(line_t* line, AActor* source, int damage, FName damagetype, int side, DVector3 position, bool isradius);
// same as ACS SCRIPT_Lightning
void WorldLightning();
// this executes on every tick, before everything, only when in valid level and not paused
void WorldTick();
// this executes on every tick on UI side, always
void UiTick();
// this executes on every tick on UI side, always AND immediately after everything else
void PostUiTick();
// called on each render frame once.
void RenderFrame();
// called after everything's been rendered, but before console/menus
void RenderOverlay(EHudState state);
// called after everything's been rendered, but before console/menus/huds
void RenderUnderlay(EHudState state);
// this executes when a player enters the level (once). PlayerEnter+inhub = RETURN
void PlayerEntered(int num, bool fromhub);
// this executes at the same time as ENTER scripts
void PlayerSpawned(int num);
// this executes when a player respawns. includes resurrect cheat.
void PlayerRespawned(int num);
// this executes when a player dies (partially duplicating worldthingdied, but whatever)
void PlayerDied(int num);
// this executes when a player leaves the game
void PlayerDisconnected(int num);
// this executes on events.
bool Responder(const event_t* ev); // splits events into InputProcess and UiProcess
// this executes on console/net events.
void Console(int player, FString name, int arg1, int arg2, int arg3, bool manual);
// called when looking up the replacement for an actor class
bool CheckReplacement(PClassActor* replacee, PClassActor** replacement);
// called when looking up the replaced for an actor class
bool CheckReplacee(PClassActor** replacee, PClassActor* replacement);
// called on new game
void NewGame();
// send networked event. unified function.
bool SendNetworkEvent(FString name, int arg1, int arg2, int arg3, bool manual);
// check if there is anything that should receive GUI events
bool CheckUiProcessors();
// check if we need native mouse due to UiProcessors
bool CheckRequireMouse();
void InitHandler(PClass* type);
FWorldEvent SetupWorldEvent();
FRenderEvent SetupRenderEvent();
void SetOwnerForHandlers()
{
for (DStaticEventHandler* existinghandler = FirstEventHandler; existinghandler; existinghandler = existinghandler->next)
{
existinghandler->owner = this;
}
}
};
extern EventManager staticEventManager;